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Cat Merc
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Posted - 2013.11.09 21:37:00 -
[1] - Quote
Let me give you a reality check. Two parts to this: 1. Shield Extenders > Damage mods - Someone did the math back in closed beta, shield extenders give you a better milage vs damage mods. Combined it with damage mod stacking penalties, and the gap widens. So basically, if you don't have problems with shield extenders, you shouldn't have problems with damage mods. Third damage mod only gives you 54% of it's original effect btw.
2. Gal Ass can't have both high eHP and high damage - That's the biggest misconsmpetion on this forum about damage mods and the gal suit. I created over 70 gal assault fits to try and create the ultimate versatile battle machine. Putting on damage mods ALWAYS cost me HP/regen/both. ALWAYS. No exceptions.
In fact, my suit with two complex damage mods has LESS ARMOR THAN THE AVERAGE CALDARI HAS SHIELDS. Heck, I can't even fit a duvolle, I use a GEK to save on CPU and PG.
What you SHOULD complain about are logis. My logi suit can put on three damage mods, a duvolle, and still have much better HP and regen than my assault.
Stop complaining about gal ass, and stop complaining about damage mods.
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Cat Merc
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Posted - 2013.11.09 21:59:00 -
[2] - Quote
Baal Omniscient wrote:The only thing that will ever shut everybody up would be to have a mock battle documenting it so you have visual evidence. People only believe what they can see.
Basically two people standing 3 meters from each other running full proto with the exact same Gallente suit on with the exact same weapons and module layouts except for one guy has stacked damage mods and one guy has shield extenders, and have them stand across from each other with a third guy video capturing it. Have the third guy who's video capturing it fire a round between them to have them start shooting at each other. Do it several times until you get the two people begin firing at the exact same time, and have them ADS shooting at the center of the other player's torso so no one can claim one guy was getting headshots and the other wasn't.
Until you do that, there will never be an end to the arguing over this, it's all just a waste of words without people being able to see it with their own eyes. But good luck trying. It's called math. When you have that, you don't actually have to do it.
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Cat Merc
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Posted - 2013.11.09 22:13:00 -
[3] - Quote
Disturbingly Bored wrote:Cat Merc wrote: - Someone did the math back in closed beta
*raises hand* And since then, Shield Extenders have gotten a +2% effectiveness/level skill bonus... Cat is correct, complaining about damage mods always has been, and always will be, pure silliness. Right, forgot about that.
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Cat Merc
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Posted - 2013.11.09 22:14:00 -
[4] - Quote
Atiim wrote:Logis are fine where they are, just give Assualts more eHP and slots.
Using more than one damage mod is a really stupid if you aren't AV or a Sniper or another role that really needs super high damage output.
Multiple mods just create glass cannons. It's not really stupid, it's a play style. I play as a glass cannon, I run 2x damage mods on my assault. I wreck everything, and get out when 1/3'rd of my armor has been breached.
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Cat Merc
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Posted - 2013.11.09 22:19:00 -
[5] - Quote
Seymor Krelborn wrote:Cat Merc wrote:Let me give you a reality check. Two parts to this: 1. Shield Extenders > Damage mods - Someone did the math back in closed beta, shield extenders give you a better milage vs damage mods. Combined it with damage mod stacking penalties, and the gap widens. So basically, if you don't have problems with shield extenders, you shouldn't have problems with damage mods. Third damage mod only gives you 54% of it's original effect btw.
2. Gal Ass can't have both high eHP and high damage - That's the biggest misconseption on this forum about damage mods and the gal suit. I created over 70 gal assault fits to try and create the ultimate versatile battle machine. Putting on damage mods ALWAYS cost me HP/regen/both. ALWAYS. No exceptions.
In fact, my suit with two complex damage mods has LESS ARMOR THAN THE AVERAGE CALDARI HAS SHIELDS. Heck, I can't even fit a duvolle, I use a GEK to save on CPU and PG.
What you SHOULD complain about are logis. My logi suit can put on three damage mods, a duvolle, and still have much better HP and regen than my assault.
Stop complaining about gal ass, and stop complaining about damage mods. who's complaining about gal ass? that's my favorite part of a gal... oh wait, we're talking about something else aren't we? hehehe
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Cat Merc
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Posted - 2013.11.09 22:21:00 -
[6] - Quote
ShinyJay wrote:Atiim wrote:Logis are fine where they are, just give Assualts more eHP and slots.
Using more than one damage mod is a really stupid if you aren't AV or a Sniper or another role that really needs super high damage output.
Multiple mods just create glass cannons. with that you might as well give scouts and heavies more slots as well to make up for the imbalance of the assault getting more. since most logis have like 8-9 slots (except for the amarr), the assault having 10 seems a bit unfair to what scouts and heavies have to work with This is kind of obvious. Any buff to assaults would require (demand) a buff to scouts and heavies.
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Cat Merc
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Posted - 2013.11.09 22:28:00 -
[7] - Quote
Severance Pay wrote:Cat Merc wrote:Let me give you a reality check. Two parts to this: 1. Shield Extenders > Damage mods - Someone did the math back in closed beta, shield extenders give you a better milage vs damage mods. Combined it with damage mod stacking penalties, and the gap widens. So basically, if you don't have problems with shield extenders, you shouldn't have problems with damage mods. Third damage mod only gives you 54% of it's original effect btw.
2. Gal Ass can't have both high eHP and high damage - That's the biggest misconseption on this forum about damage mods and the gal suit. I created over 70 gal assault fits to try and create the ultimate versatile battle machine. Putting on damage mods ALWAYS cost me HP/regen/both. ALWAYS. No exceptions.
In fact, my suit with two complex damage mods has LESS ARMOR THAN THE AVERAGE CALDARI HAS SHIELDS. Heck, I can't even fit a duvolle, I use a GEK to save on CPU and PG.
What you SHOULD complain about are logis. My logi suit can put on three damage mods, a duvolle, and still have much better HP and regen than my assault.
Stop complaining about gal ass, and stop complaining about damage mods. I dunno, 5 dmg mods on PLC gives me enough edge to OHKO anyone that doesn't shield tank Well, that's kind of a silly statement since PLC does +10% against shields.
Anyway, here is how your damage mods affect your damage: 1st - 100% 2nd - 87% 3rd - 54% 4th - less than 30% 5th - less than 10%
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Cat Merc
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Posted - 2013.11.10 21:19:00 -
[8] - Quote
Monkey MAC wrote:I like how you had to put that bit in about Logi suits at the end!
Short of nerfing a logi suit into the ground, a squad of logis will always beat an assault suit, why? Because they have choice, you could make it identical to assault suits with extra equipment, they would still win because they have choice. Thats the way it should be, I think the assault should be moved down the tree and replaced with crusader and/or grenadier suits. uhh... no. Nowhere does it say that logistics is a better assault. It says it's a support platform, and yet it's used as an assault suit that can beat pretty much every assault suit.
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Posted - 2013.11.10 21:29:00 -
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Chunky Munkey wrote:I love a gal's ass. Who doesn't? I play with Arkena Wyrnspire all the time, and he uses a female character
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Posted - 2013.11.10 21:48:00 -
[10] - Quote
Monkey MAC wrote:Cat Merc wrote:Monkey MAC wrote:I like how you had to put that bit in about Logi suits at the end!
Short of nerfing a logi suit into the ground, a squad of logis will always beat an assault suit, why? Because they have choice, you could make it identical to assault suits with extra equipment, they would still win because they have choice. Thats the way it should be, I think the assault should be moved down the tree and replaced with crusader and/or grenadier suits. uhh... no. Nowhere does it say that logistics is a better assault. It says it's a support platform, and yet it's used as an assault suit that can beat pretty much every assault suit. But it is and always will be, unless you make either assaults stupidly overpowered, or logis stupidly underpowered. Its a dropsuit weilding a weapon and a ****-tonne of equipment, you could limit them to sidearms and I'd still put my money on the logi squad! By nature of what a logi is he is gonna win in every scenario, as for the assault, what is the actual point in them over the standard racial? The only difference between the standard and assault suits is the racial bonuses and prehaps a little more fitting, so why do we need a suit specifically for assaulting, when the standard, logistics, heavies, commamdos and hell even sentinel suits can do just as well, if not better? I put to you its not the logistics suit that is game breaking, but the assault, noobs and vets alike spec into the suit because of the name, "assault", when really its not gonna give them that extra oomph it sounds like it will. In addition using the assault suit as yard stick is gonna make the game horrendously unbalanced. If you wanna make it a pure "support platform" go ahead but do you really think people are gonna play logi, just to support some brickhead assault do you really think people are gonna play sentinel, just wait for some brickhead assault do you really think people are gonna play scout, just to scan some brickhead assault do you really think people are gonna play commando, just to be av squad support for some brickhead assault do you really think peopel are gonna play pilot, just to be vehicular support for some brickhead assault that same brickhead assault who thinks he is god's gift to new eden, because he is the one who chose to be the assault? If you answered yes to all of them, go play COD, because if you make one suit supperior for assaulting, no-one is gonna want to play a role that involves mopping up behind him. Logis are inherently overpowered. A sidearm only would 100% make them equal to assaults, just in support rather than in direct combat. But people don't want that, so \/o\/
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Cat Merc
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Posted - 2013.11.10 21:48:00 -
[11] - Quote
Cosgar wrote:Damage mods, you actually have to equip, proficiency is always on and "stacks" with damage mods. Which one is OP? Proficiency costs a buttload of SP for one weapon. It's to push it to the max.
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Posted - 2013.11.10 21:59:00 -
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Sorry, made a mistake, I wrote "logis are inherently overpowered" rather than aren't. Ooops.
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Posted - 2013.11.11 12:34:00 -
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daishi mk03 wrote:1.10*(1+.10*.87)=1.1957
Although there is a stacking penalty, two 10% damage mods yield a increase in damage of 19,6%.
Prof 5 yields 15%.
1.15*1.1957 = 1.375%
So, 2 damage mods bring you from 1.15 to 1.375 .. which is 22.5% from your base damage.
That's the reason, why damage always wins ... multiplicative stacking.
Edit: 3 damage mods
= 1.45
30% increase from base damage 1.15 with prof 5 Actually, I tested the amount of damage it does with 2x damage mods. It's still +18.7%.
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Cat Merc
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Posted - 2013.11.11 13:02:00 -
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Roofer Madness wrote:Even if you take away my light weapon slot I will still wreck your face with my SMG. But anyways, to the topic at hand - I don't like damage mods. I've actually even thought before that dam mods should be taken out of the game. But I've grown to accept them as 1 little part of the greater diversity that the drop suit system gives this game. Some people like to glass cannon their way through red brains and others like to run around in a heavy medium suit, tanking round after round like a terminator. There is no reason to limit people's options. This man has been enlightened, and for that I respect him.
You are welcome to join the cat heaven in afterli... oh wait...
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